"Losing is Fun!"
How about the "Losing is
fun!" motto in the instructions and on the site? Where did that
originate?
TA: Ha ha, that was originally just a
throw-away line in the manual. But some people like it.
I think it's really an important
thing to say, when I think about it.
TA: I put it there to try to create
some comfort with the concept of permadeath. Reloading every time
you fail will really hamstring you in DF, especially later on.
I've also tried to put out a concept of "playing the world, not
the fortress." Though in a sense it's a bit premature, since the
best parts of the persistent universe are still in the works.
Right. Permadeath is generally a
roguelike concept, of course.
TA: Yeah, I've seen some of those 7DRL
contests. It's too bad it takes so much time to undertake a large
project. Time is really the only barrier for a lot of people.
Yeah, true. Still some of the
7DRL games are surprisingly good. ChessRogue impressed
me to no end.
TA: I like short projects. I used
to have a thing I called a three hour knockoff. I think Squiggles
might be the only one I've posted.
That reminds me a bit of the
Experimental
Gameplay Project. To return to "Losing is
fun!" for a moment, the suggestion helps the player to get over
losing, so he'll leave behind exploration sites for Adventure mode.
I'd say one of the game's breakthrough ideas is how the fortress
gameplay naturally encourages the player to create areas that are
challenging to overcome in an Adventure Mode game. An excellent
strategy in one game becomes a dire challenge in the other.
TA: Yeah, that was the original
premise of the smaller game, and it was one of the things I thought
would be very interesting from a metagaming perspective. On the Bay
12 Games forums, they've gotten together and are now making an
"Adventure Park," where they each take a small portion of
one world map square and make a for-adventure-mode fortress. Then
they'll upload it, and anybody can play, wandering through the varied
creations. It kind of reminds me of a MUSH. This kind of sharing and
moving between game modes is definitely fertile ground.
Do you think DF
might become internet-capable in the future, and facilitate this kind
of sharing itself?
TA: I'd need help with that, since I've
never made a multiplayer game. A lot of people are interested in this
kind of thing, and it's kind of counteracted by my own complete lack
of interest in multiplayer games, but something could happen. The
community certainly finds a lot of ways to go multiplayer without my
involvement though.
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It did end a little abruptly...